Composition: LordPalanquin: See Lizardmen rulebook p25; May select spells from any number of Lores; Telepathy: For spellcasting, the Slann can draw a line of sight to anything any Skink Priest or Slann on the table can see. He still casts the spell, and the range is still measured from him; +1 to all attempts to cast and dispel; 4th Generation; General; Large Target

Plaque of Dominion

1

+1 Casting and Dispel dice (included in profile).

[50]

Plaque of Tepok

1

The Slann knows one more spell than normal.

[15]

Blood Statuette of Spite

1

Bound Spell (Power 5). One use only. Cast on any enemy character. That character must make a Toughness test or take a wound. If he fails, he must make another Toughness test or take another wound, etc. Keep taking tests until the character passes or dies.

Composition: CoreSacred Duty: If a Slann is present, he must join the Temple Guard unit and cannot leave. While he is in the unit, the unit is Stubborn; Musician Mus; Standard Bearer Std; Hand Weapon; Halberd; Scaly Skin

Revered Guardian

1

4

4

-

4/5

4

1

2

3

8

5+

1

HW Hal

[31]

Hand Weapon; Halberd

Saurus Warriors (20#, 270 Pts)

Saurus Warriors

19

4

3

-

4

4

1

1

2

8

5+/4+

1

Mus Std HW Shl

270

Composition: CorePredatory Fighters: May only make one attack from the second rank with spears; Musician Mus; Standard Bearer Std; Hand Weapon; Shield; Scaly Skin

Spawning Champion

1

4

3

-

4

4

1

1

3

8

5+/4+

1

HW Shl

[24]

Hand Weapon; Shield

Saurus Warriors (20#, 310 Pts)

Saurus Warriors

19

4

3

-

4

4

1

1

2

8

5+/4+

1

Mus Std HW Spr Shl

310

Composition: CorePredatory Fighters: May only make one attack from the second rank with spears; Musician Mus; Standard Bearer Std; Hand Weapon; Spear; Shield; Scaly Skin

Composition: RareControlled Creature: Any shooting hits the Salamander on 1-4 and the Skinks on 5-6. If all Skinks are slain, the Salamander must make a Ld test or roll on the monster reaction table; Spout Flames: 15" Range. Roll an Artillery dice for each Salamander. This is the number of hits the target suffers, at Strength -3 and -1 armor save. (Salamanders cannot stand and shoot, but may move and shoot.) On a misfire, D3 Skink Handlers are eaten instead of shooting; Causes Fear; Scaly Skin; Skirmishers

Skink Handlers

6

6

2

3

3

2

1

4

1

5

-

1

HW

[0]

Hand Weapon; Aquatic; Skirmishers

Krogixor (3#, 194 Pts)

Kroxigor

2

6

3

-

5/7

4

3

1

3

7

4+

3

GWep

194

Composition: SpecialSkirmish Screen: Kroxigors may see and charge through Skink units that are not fleeing (if they do so, the Skink unit must take a Ld test to be able to move that turn). Measure Stand and Shoot distance to the front of the Skink unit; Great Weapon; Aquatic; Causes Fear; Scaly Skin